Right, but it's got twelve mythics BECAUSE it has two flip Mythics. It has only 10 Mythics in the normal Mythic slot.
Similarly, Innistrad has 16 instead of 15 Mythics.
If you look at every set with the Mythic rarity that does not have Flip cards, all of the large sets have 15 and all of the small sets have 10.
But DGM has its own twist which is going to mess up the rarity distribution like Flip cards did — this time, it's the land slot. The new Mythic land is going to appear in the basic land slot, not in the normal rare slot. So it seems likely that DGM will have 11 mythics, not 10, and it's still possible that the guild champions could be mythic rares.
There's nothing to stop someone's 3 color landbase (wasteland).
No, Modern has lots of responses to greedy manabases! They're just not as good as Legacy's because Modern is not Legacy. (This is not a bug.)
Merfolk runs Spreading Seas, Soul Sisters can run Aven Mindcensor which demolishes fetchlands, and lots of sideboards run Blood Moon. Not to mention the aggro and burn decks, which are happywhen the opponent pays so much life to their fetches and shocks.
What do you guys think about Izzet Charm in Ur Merfolk? Unlike Cryptic Command, it fits our curve. While none of its effects in isolation is exciting for UR, it looks like it could be a legitimate toolbox card.
so would everyone agree spreading seas is definately MB worthy considering valakut has been unbanned?
I think Spreading Seas isn't great Valakut hate, but it remains incredibly strong Tron hate, enables islandwalk, and cantrips, so it's a great card anyway.
I would definitely agree with you, plus white adds a lot of sideboard options.
I'll post my list when i get home later.
The problem with my argument is that the Uw version of Merfolk does rather poorly against Blood Moon. With the recent unbanning of Valakut, the Molten Pinnacle, that could be a problem.
In particular, Mutavault is too good to pass up, and Spreading Seas is much stronger than Aquitect's Will since it shuts down Urzatron and other problem lands.
Many of the posted lists recently have captured this, but I just wanted to throw in my two cents and highlight that splashing white is really good, to the point that I'm surprised mono blue is still a thing.
The Merfolk U/W manabase is astoundingly strong. When you curve out at three, Seachrome Coast's downside almost never matters. Wanderwine Hub is also amazing, for the obvious reason. These two cards are so good that there's no need for us to run fetches and shocks.
It feels like you can improve any standard mono-U build by making the mana changes, and swapping out delaying spells (I'm looking at you, Vapor Snag) and conditional counters, and bringing in four Path to Exile.
Yeah, amusingly there just seems to be this portion of the Magic community that enjoys calling things by their old names. Show me someone who calls Standard "type 2", and I'll show you someone who calls MTGO "MODO".
Getting rid of Mutavault is almost certainly a mistake. It's one of the best tempo cards we have.
It looks like you've really hurt your manabase just to suport Ancient Grudge in the side. Ancient Grudge is great, but not worth losing the Mutavaults for. Why not Smelt in the side instead?
This deck is implicitly saying that the Commander is such an awkward lord that we'd rather run a creature outside of our tribe than a full playset. I think this is right -- I've been running two Commander and two Spellskite in my playgroup for a little while -- and wonder if other people are finding the Commander to be overrated.
In particular, here's an idea that's probably silly but I'm going to playtest it anyway: is there a chance that Merfolk Sovereign belongs in the Commander slot? It's true that Sovereign is behind our curve, not doing much for three mana, but Commander is doing little more for six. Sovereign (like Commander) helps you get damage in before you get islandwalk online, and looks like it has really nice synergy with Wake Thrasher.
I'm not sure either. Spreading Seas wipes out land subtypes (so Urza's Tower no longer has the subtypes "Urza's Tower") but not names (so they now control an Island named "Urza's Tower"). Do the Urzatron lands count names or subtypes?
They count land subtypes.
Quote from comp rules »
109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn't include the word "card," "spell," "source," or "scheme," it means a permanent of that card type or subtype on the battlefield.
205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, and Urza's. ...
Spreading Seas - Excellent against Jund, turns off manlands, enables Islandwalk. Not as good against Urzatron as you'd think, because it only turns off the Urza's land that you enchant, and not the other ones. Some tron players don't realize this yet, since I've won a few games attacking for around 17 with an Oblivion Ring and partially enchanted set of Urza's lands on the other side of the board.
Maybe I'm misunderstanding your meaning, but the Urza lands work by looking for land subtypes (which Spreading Seas removes), not names. You can indeed shut off the combo with a single Spreading Seas.
I agree, and it was a bad example. Shocks aren't a bad buy either way, and no one is saying "don't buy them." My goal here is to simply say "As likely as it is, we don't have confirmation this art are for SHOCKS. They could be brand new lands for all we know."
This argument has been made a few times, and I don't understand it. What is the majestic land art with massive stairs leading up to a glowing anvil for? A new non-basic land named Facred Soundry?
The argument that shockland art being shown at Player's doesn't confirm the cards for RTR is defensible, even if I don't agree with it. The argument that it's art for some other card seems rather silly.
Other possibilities to replace Coralhelm Commander which haven't been mentioned yet are Phantasmal Image and Spellskite. I know Image has its detractors, but he's an easier lord to get online than Coralhelm is, and he's legendary creature removal to boot. And in the right matchup, Spellskite is a complete beast.
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But DGM has its own twist which is going to mess up the rarity distribution like Flip cards did — this time, it's the land slot. The new Mythic land is going to appear in the basic land slot, not in the normal rare slot. So it seems likely that DGM will have 11 mythics, not 10, and it's still possible that the guild champions could be mythic rares.
No, Modern has lots of responses to greedy manabases! They're just not as good as Legacy's because Modern is not Legacy. (This is not a bug.)
Merfolk runs Spreading Seas, Soul Sisters can run Aven Mindcensor which demolishes fetchlands, and lots of sideboards run Blood Moon. Not to mention the aggro and burn decks, which are happywhen the opponent pays so much life to their fetches and shocks.
Demonic Tutor
Library of Alexandria
Skullclamp
Storm Crow
Balance
Tolarian Academy
Time Vault
Yawgmoth's Bargain
I think Spreading Seas isn't great Valakut hate, but it remains incredibly strong Tron hate, enables islandwalk, and cantrips, so it's a great card anyway.
The problem with my argument is that the Uw version of Merfolk does rather poorly against Blood Moon. With the recent unbanning of Valakut, the Molten Pinnacle, that could be a problem.
In particular, Mutavault is too good to pass up, and Spreading Seas is much stronger than Aquitect's Will since it shuts down Urzatron and other problem lands.
The Merfolk U/W manabase is astoundingly strong. When you curve out at three, Seachrome Coast's downside almost never matters. Wanderwine Hub is also amazing, for the obvious reason. These two cards are so good that there's no need for us to run fetches and shocks.
It feels like you can improve any standard mono-U build by making the mana changes, and swapping out delaying spells (I'm looking at you, Vapor Snag) and conditional counters, and bringing in four Path to Exile.
It looks like you've really hurt your manabase just to suport Ancient Grudge in the side. Ancient Grudge is great, but not worth losing the Mutavaults for. Why not Smelt in the side instead?
3 Cavern of Souls
13 Island
4 Mutavault
Creatures
2 Coralhelm Commander
4 Cursecatcher
2 Kira, Great Glass-Spinner
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merrow Reejerey
3 Phantasmal Image
4 Silvergill Adept
4 Aether Vial
3 Spell Pierce
2 Spreading Seas
4 Vapor Snag
4 Echoing Truth
2 Negate
1 Spell Pierce
2 Spreading Seas
3 Threads of Disloyalty
3 Tormod's Crypt
This deck is implicitly saying that the Commander is such an awkward lord that we'd rather run a creature outside of our tribe than a full playset. I think this is right -- I've been running two Commander and two Spellskite in my playgroup for a little while -- and wonder if other people are finding the Commander to be overrated.
In particular, here's an idea that's probably silly but I'm going to playtest it anyway: is there a chance that Merfolk Sovereign belongs in the Commander slot? It's true that Sovereign is behind our curve, not doing much for three mana, but Commander is doing little more for six. Sovereign (like Commander) helps you get damage in before you get islandwalk online, and looks like it has really nice synergy with Wake Thrasher.
They count land subtypes.
Maybe I'm misunderstanding your meaning, but the Urza lands work by looking for land subtypes (which Spreading Seas removes), not names. You can indeed shut off the combo with a single Spreading Seas.
This argument has been made a few times, and I don't understand it. What is the majestic land art with massive stairs leading up to a glowing anvil for? A new non-basic land named Facred Soundry?
The argument that shockland art being shown at Player's doesn't confirm the cards for RTR is defensible, even if I don't agree with it. The argument that it's art for some other card seems rather silly.